ArticleJMIR human factors2022
Co-creation of a Serious Game About Radiotherapy: Participatory Action Research Study With Children Treated for Cancer.
Article in JMIR human factors, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04728555 (Evaluation of an Intervention by a Pedagogical Digital Game About Radiotherapy for Children With Cancer), which is not on this map. Cited by 3 papers.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Evaluation of an Intervention by a Pedagogical Digital Game About Radiotherapy for Children With Cancer
Who cites it
3 citing papers in PubMed.
- Process Evaluation of Interdisciplinary Experiences During the Development of a Serious Game About Radiotherapy for Children: Qualitative Interview Study.JMIR formative research · 2026Article
- Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial.JMIR serious games · 2024Article
- Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.JMIR serious games · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundChildren with cancer who have to undergo radiotherapy can experience fear, because they have no prior knowledge of the treatment. One way of teaching children about the treatment and reducing their fear is to prepare them for it through serious games. Involvement of the end user in the design process within medicine is a way of ensuring that the product being developed will fit the intended user.
objectiveThe aim was to outline the contributions made by children and their parents through participatory action research when designing a serious game about radiotherapy.
methodsBy means of participatory action research, children and their parents participated in the development of a serious game about radiotherapy. Nine children (7-10 years old) were included, each with an accompanying parent. A qualitative approach was used that included interviews and participant observation. Six rounds of iterative development process were used with the children and their parents. Meetings with the children were held either face-to-face or online. Each round resulted in a list of suggestions for changes to the game. A thematic analysis was performed based on the list of proposed changes, underpinned by all gathered data, to highlight how the children's participation changed the game.
resultsTwo main themes were identified. The first theme was "The children's participation was affected by their health and treatment" and included the following subthemes: "an opportunity to share emotions and perceptions of radiotherapy" and "the possibility to participate was affected by the severity of the disease." The second theme was "participation allowed becoming an active part of game development" and included the following subthemes: "the opportunity to express sentiments about the game," "the emergence of a playable game through the children's contributions," and "the necessity of understanding the text."
conclusionsThe method used in this study made the children active participants, and our results suggest that this method can be used by health care researchers to cocreate serious games with children. It is necessary to inform the children involved that the process takes time, and that the process can be altered to allow as much participation as possible without placing a burden on them. The children's illness affected their possibility to take part; thus, it is crucial to accommodate the children's needs when conducting similar studies. The parents' participation facilitated the meetings for their children, even though their involvement in the game design was negligible.
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